Video game controller

ABSTRACT

One particular implementation of the present invention may take the form of a video game controller that provides multiple inputs to a video game system. The controller may be compatible with multiple video game systems and may interface with multiple video games. More particularly, the controller may include a flat tablet-like device and a stylus that allows the user to draw within the video game environment. The tablet may recognize pressure applied by the stylus or by the user&#39;s fingers to map the position of the pressure applied and provide that information to a video game console such that the user may interact with a video game. Other embodiments may include a series of overlays that cover the controller device. The overlay may be specific to a particular video game and provide the user with a interface to press certain areas on the tablet to interact with the video game correctly. The overlay may also allow the user to interact with a pre-existing video game system through the controller.

FIELD OF THE INVENTION

Aspects of the present invention relate to video games. Moreparticularly, aspects of the present invention involve a method formanipulation of gameplay mechanics by the video game user during gameplay. Aspects of the present invention further involve a video gamecontroller that may provide several inputs to a video game system tofacilitate the manipulation of gameplay mechanics.

BACKGROUND

In-home video games and video game systems are common place in today'smarket. Such systems allow a user to play video games at home on astandard television set or on a handheld device that the user may carrywith him. Typically, in-home video game systems include a console thatreads the video game code from a storage device (i.e. a CD-ROM disc orcartridge) and transmits the video to a television screen for display.Video game systems also typically include a controller device thatallows a player of the video game to provide inputs to the video game tomanipulate the characters, racecars, or other features of the game.

Generally, the designer of the video game will create acomputer-rendered world in which the video game characters, racecars, orother features may interact. For example, many video games allow a videogame user to maneuver a sprite or character through a computer-renderedworld to accomplish a set of tasks. Other video games allow the user tocontrol a vehicle or airplane through a computer-rendered world. Intwo-dimensional video games, the characters may move in two dimensions,up and down on the screen or left and right. In three-dimensional videogames, the characters are typically allowed to move in three directions.However, while the video game user is allowed to maneuver the charactersthrough the computer-generated worlds, such worlds are typically finite,limiting the character's interactions within the pre-designed video gameenvironment. For example, a character may be controlled by the videogame user to travel through a maze. However, the video game character istypically constrained within the walls of the maze. Thus, the characteris limited in movement to the pre-designed existing video gameenvironment of the maze.

SUMMARY

As shown above, video games do not typically allow the user tomanipulate the environment of a video game. Instead, a user of a videogame is limited to manipulating the characters of the game through apre-designed, computer-rendered environment. Thus, what is needed is amethod and apparatus that allows the user to select and manipulate thegameplay mechanic and environment of a video game during the game play.What is also needed is a video game controller that provides a tabletinput device to facilitate the manipulation the game play mechanic.

One embodiment of a video game controller may include a tablet pad thatincludes a surface that detects pressure applied to the tablet pad by auser. The controller may also include a stylus device configured to beused by the user to provide pressure to the tablet pad and at least oneaccelerometer configured to measure the movement and orientation of thevideo game controller. The controller may further include amicroprocessor in communication with the tablet pad and the at least oneaccelerometer with the microprocessor configured to associate acoordinate value to the pressure applied to the tablet pad by the user.Finally, the controller may include a port in communication with themicroprocessor, the port configured to communicate with a video gamesystem and wherein the microprocessor transmits the coordinate value tothe video game system through the port.

A second embodiment of a video game controller may include a tablet padincluding a surface that detects pressure applied to the tablet pad by auser. The controller may also include a microprocessor in communicationwith the tablet pad, with the microprocessor configured to associate acoordinate value to the pressure applied to the tablet pad by the user.The controller may further include a port in communication with themicroprocessor, the port configured to communicate with a video gamesystem and wherein the microprocessor transmits the coordinate value tothe video game system through the port. Finally, the controller mayinclude an overlay positioned at least partially on the surface, whereinthe overlay indicates to the user where to apply pressure to the tabletpad to interact with a video game.

A third embodiment may include a system for communicating a user input,including a tablet pad that includes a surface that detects pressureapplied to the tablet pad by a user. The system may also include astylus device configured to be used by the user to provide pressure tothe tablet pad and at least one accelerometer configured to measure themovement and orientation of the system. The system may further include amicroprocessor in communication with the tablet pad and the at least oneaccelerometer with the microprocessor configured to associate acoordinate value to the pressure applied to the tablet pad by the user.Finally, the system may include a port in communication with themicroprocessor, the port configured to communicate with a video gamesystem and wherein the microprocessor transmits the coordinate value tothe video game system through the port.

BRIEF DESCRIPTION OF THE DRAWINGS

FIG. 1 is a block diagram illustrating a video game system configured inaccordance with aspects of the present disclosure.

FIG. 2 is one example of a video game environment with the capabilitiesof a first embodiment.

FIG. 3 is an example of a video game with the capabilities of the firstembodiment illustrating using a drawing device to alter the game spaceby drawing a shape within the video game environment.

FIG. 4 is an example of a video game with the capabilities of the firstembodiment illustrating the video game substituting a rendered shape inplace of a drawn shape within the video game environment.

FIG. 5 is an example of a video game with the capabilities of the firstembodiment illustrating the characters of a video game interacting witha computer-rendered shape that replaces a drawn shape within the videogame environment.

FIG. 6 is an example of a video game with the capabilities of a secondembodiment illustrating altering the game space through the removal ofrendered shapes or objects within a video game environment.

FIG. 7 is an example of a video game with the capabilities of a thirdembodiment illustrating altering the game space by removing an existingfeature from the background of a video game environment.

FIG. 8 is an example of a video game with the capabilities of a fourthembodiment illustrating altering the game space by drawing an objectwithin a video game background environment.

FIG. 9 is an example of a video game with the capabilities of the fourthembodiment illustrating the video game inserting a rendered shape inplace of the drawn object within the background environment of a videogame, and altering the game space environment based on a characteristicof the rendered shape.

FIG. 10 a is a flow chart illustrating a method for a video game torecognize a shape drawn within the video game environment, replace thedrawn shape with a rendered shape, and allow interaction with therendered shape.

FIG. 10 b is a block diagram of a system that provides for a video gameto recognize a shape drawn within the video game environment, replacethe drawn shape with a rendered shape, and allow interaction with therendered shape.

FIG. 11 is a top view of a first embodiment of a video game controllerutilizing multiple input devices.

FIG. 12 is block diagram illustrating the components of a firstembodiment of a video game controller utilizing multiple input devices.

FIG. 13 is a block diagram illustrating the capability of a firstembodiment of a video game controller to translate a shape drawn on thetablet device into a video game environment.

FIG. 14 is a top view of a second embodiment of a video game controllerillustrating a piano overlay covering a tablet area of the video gamecontroller.

FIG. 15 is a top view of a third embodiment of a video game controllerillustrating a racing game interface overlay covering a tablet area ofthe video game controller.

FIG. 16 is a top view of a fourth embodiment of a video game controllerillustrating a overlay covering a tablet area of the video gamecontroller that allows the embodiment to be used with a pre-existingvideo game console.

DETAILED DESCRIPTION

One particular implementation of the present invention may take the formof a method for allowing a user of a video game to alter game scenes,objects and models in real-time by drawing shapes within the video gameenvironment during game play. The method may include programmaticreactions by the gameplay mechanics to the user-selected alterations tothe video game as the alterations are made. Further, the method mayinclude game space, background, coloring, shading, pace or otheralterations to the video game environment in response to the alterationof the game space.

More particularly, one method for manipulating a video game may allowthe user to alter the game space by using a drawing tool to draw shapeswithin the video game environment. The video game may recognize theshape drawn within the game and generate a rendered shape correspondingto the drawn shape. The video game and characters within the video gamemay also react to the rendered shape in real time. In this manner, theuser or player may manipulate the environment of the video game bydrawing shapes within the game space, thereby changing the video gameenvironment and the reactions of the characters of the game. A secondmethod may allow the player to alter character models or sprites withinthe video game to stretch or shrink the model. Programmaticcharacteristics of the video game characters may react accordingly. Athird method may allow the player to create new action options withinthe video game by drawing shapes within the video game environment andon the video game characters. The characters and sprites of the videogame may react to the new actions accordingly. The above methods mayoccur within a two-dimensional or three-dimensional video gameenvironment.

FIG. 1 is a block diagram illustrating a video game system configured inaccordance with aspects of the present disclosure. The video game system100 may include a controller 110, a console 120, a storage device 130,and a display device 140. It should be noted that the video game systemdepicted in FIG. 1 is illustrative only. Alternative embodiments of avideo game system may add components, omit components, or may change theconfiguration of the in which the components are connected.

Video game system 100 is one example of a platform for running a videogame configured in accordance with the present disclosure. Such a videogame system 100, however, may be played on any platform that provides auser-interaction with a video game, including in-home video gameconsoles that attach to a television, personal computers, handheld videogame consoles, mobile phones, personal digital assistants, music oraudio players, and so on. Accordingly, a “video game system” as usedherein, encompasses all such devices and any other device that allows auser to interact and play a video game, configured as set forth herein.

A video game system may include a controller device 110 or severalcontroller devices. A controller 110 of a video game system may allow auser or player to provide inputs to the video game system to control thevarious characters and features of the video game. The controller mayconnect to a video game console 120 by plugging the controller 110directly into the console 120 or the controller 110 may connectwirelessly. Further, in video game systems that are handheld, thecontroller may be built directly into the console device. The controllerdevice 100 to the video game system may include, but is not limited to,a controller containing a directional pad and a series of buttons, ajoystick, a tablet device, a mouse, a keyboard, a device taking theshape of a separate input device with a series of buttons (i.e. a drum,a guitar, a dance pad), a stylus, and so on. Accordingly, a “controller”as used herein, encompasses all such devices that allows a user toprovide an input to the video game system so that the user may interactwith the video game. Several embodiments of controllers are described inmore detail below with respect to FIGS. 11-16.

The video game console 120 may provide many functions for the video gamesystem. The console 120 may accept and interpret the inputs beingprovided by the user through the video game controller 110. The console120 may also provide the display output to a display device 140.Further, the console 120 may accept and interpret the video game codefrom a storage device 130 in which the code may be stored. In thismanner, the console 120 may be similar in design and functionality as atypical home computing system. Accordingly, a “console” as used herein,encompasses all such devices that may provide a platform through which auser of the video game system may interact and play a video game.

The video game code may be written in any computer-readable medium andstored on any computer-readable storage device 130, including opticaldisks, flash media, floppy disks, hard drives and so on. The video gamecode may be read by the console from the storage device 130 during gameplay to provide the computer-generated environment in which the playersinteract. Further, many varied types of video games may support thepresent embodiment. Such games include first-person games,side-scrolling games, sports-related games, role-playing games, actiongames, strategy games, casino games, and so on. Accordingly, a “videogame” as used herein, encompasses all such games and any other videogames that may be played on a video game system.

The video game system 100 may also include a display device 140. Forin-home video game systems, the display device 140 is typically atelevision, including CRT, plasma, and LCD televisions. For handheldvideo game systems, the display device 140 is typically embodied withinthe handheld device and may include plasma and LCD-type screens. Forvideo game systems embodied in a personal computer, the display device140 is typically a monitor connected to the personal computer.Accordingly, a “display device” as used herein, encompasses all suchdisplay devices that provides a visual representation of the video game.

FIG. 2 is one example of a video game environment with the capabilitiesof a first embodiment. The video game 200 may include one or morecharacters. For example, the video game 200 depicted in FIG. 2 includesa cat character 210 and a dog character 220. One or both of thecharacters may be controlled by the video game user through a video gamecontroller. Further, one or both of the characters may move independentof the user's input, normally through the video games programmaticcharacteristics of the characters. Those skilled in the art willappreciate the many ways a video game may control the charactersembodied in the video game environment, either through programmedcharacteristics of the characters or through a user input.

FIG. 3 is an example of a video game with the capabilities of the firstembodiment illustrating using a drawing device to alter the game spaceby drawing a shape within the video game environment. FIG. 3 depicts asimilar example of a video game as that depicted in FIG. 2 and includesthe same characters and video game environment. However, FIG. 3 furtherdepicts a user of the video game altering the game environment bydrawing a shape within the video game and, hence, adding a new featureto the video game environment to interact with the characters.

As shown in FIG. 3, the video game 300 may include a user-controlledicon or drawing device 330 that may be used for drawing shapes and lineswithin the video game environment. The drawing device 330 may be used bythe player to draw shapes within the video game environment toultimately create rendered shapes that the video game characters maythen interact with. In FIG. 3, the drawing device 330 icon is a pencil.However, the drawing device 330 icon may take any shape. For example,the drawing device 330 icon may take the shape of an arrow, similar tothe pointer of a typical computer mouse.

The drawing device 330 may be controlled by the user through a videogame controller. For example, the user may move a mouse controller of atypical computer system to move the drawing device 330 around the videogame environment. The user may then depress and hold a button located onthe mouse to activate the drawing feature of the video game. The videogame system may interpret the button pushing and movement of the mousecontroller as an indication that the user is drawing in the video gameenvironment. Thus, a line may be drawn within the video game as themouse moves while the button on the mouse is being pressed. In thismanner, the user may draw a shape within the environment of the videogame.

An alternative operation to control the drawing device 330 within thevideo game environment may include the user maneuvering the drawingdevice icon using a directional pad of a video game controller. Thecontroller may also include buttons that may be pressed by the user toindicate that drawing is to begin. Through the directional pad andbuttons of the controller, the user may draw a variety of shapes withinthe video game environment.

Another operation to control the drawing device 330 within a video gameenvironment may be accomplished through a tablet input to the video gamesystem. The tablet may include a stylus-type device that interfaces witha flat panel of the device. The user may use the stylus to draw shapeson the flat panel of the device. The tablet may then interpret the shapedrawn on the flat panel and draw a corresponding shape within the videogame environment. Thus, the tablet may provide the user with the feelingof drawing with the stylus directly within the video game environment.Several embodiments of a tablet-type video game controller are describedin more detail below with respect to FIGS. 11-16.

While several examples of methods to manipulate a drawing icon within avideo game are presented, any input device recognized by the video gamesystem may be used to draw shapes within the video game.

The user may draw a circular shape within the environment of the videogame using the drawing device 330. In the example of FIG. 3, a user maydraw a circle 340 under the cat character 310 in the video gameenvironment. As explained above, the video game may draw a line thatfollows the drawing device 330 as the user draws within the video gameusing the video game controller. In this manner, the user may draw theshape of a circle 340 under the cat character 310. Once the user of thevideo game completes the shape, the drawn shape may then be used by thevideo game to manipulate the video game environment and gameplay inreaction to the drawn shape as depicted in FIG. 4.

FIG. 4 is an example of a video game with the capabilities of the firstembodiment illustrating the video game substituting a rendered shape inplace of a drawn shape within the video game environment. FIG. 4 depictsa similar example of a video game as that depicted in FIGS. 2 and 3 andincludes the same characters and video game environment. However, FIG. 4further depicts the addition of a rendered object within the video gameenvironment replacing a shape drawn by the video game user.

As discussed above with reference to FIG. 3, a user of a video game 300may draw a shape within the video game environment using a drawingdevice 330 within the game. After the user draws a shape within thevideo game environment, the video game 400 may interpret the drawn shapeand provide the user with a rendered shape more closely matching thedetailed computer-rendered environment of the game, as shown in FIG. 4.For example, the video game 400 may recognize the circle drawn under thecat character 410 in the video game as a hole in the ground. The videogame may then replace the drawn shape with a rendered hole in the ground440 below the cat character 410 in the video game environment. Theoperation of replacing a drawn shape with a rendered shape is describedin more detail below with respect to FIG. 10. Further, as describedbelow with reference to FIG. 5, once the rendered shape is insertedwithin the video game environment, the characters of the video game mayinteract with the newly rendered shape.

FIG. 5 is an example of a video game with the capabilities of the firstembodiment illustrating the characters of a video game interacting witha computer-rendered shape that replaces a drawn shape within the videogame environment. FIG. 5 depicts a similar example of a video game asdepicted in FIGS. 2-4 and includes the same characters and video gameenvironment. However, FIG. 5 further depicts the characters of the videogame interacting with the newly drawn and rendered shape within thevideo game environment.

As depicted in FIGS. 2-4, a user may draw a shape within a video gameenvironment that the video game may then interpret replace with acomputer-rendered shape that more closely matches the detailedenvironment of the video game. As depicted in FIG. 5, once the renderedshape is inserted into the video game environment, the characters mayinteract with the rendered shape. For example, once the hole under thecat character is drawn into the video game 500 and rendered as a hole inthe ground 540, the cat may then fall into the hole. Further, the dogcharacter 520 may react to the cat falling into the hole 540 by lookingat the hole 540. In other examples, the character's programmaticbehaviors may cause the character of the video game to act differentlyin response to the newly rendered object. For example, a wall may bedrawn within a video game to stop the oncoming rush of a villain. Oncethe drawn shape is recognized by the video game and a rendered wall isinserted into the video game environment to replace the drawn shape, thevillain character may stop and study the wall. The villain character maythen attempt to climb over the wall or attempt to find a an alternateway around the wall to continue the pursuit. Alternatively, if the wallis never drawn into the environment by the user, the villain maycontinue in his pursuit, unabated. In this manner, the characters of avideo game may interact with a newly rendered shape within the videogame environment. Further, a character's programmatic behavior withinthe video game may also cause the character to conduct a series ofmovements in reaction to the newly rendered shape. These series ofmovements may be different from the movements of the character if therendered shape is not drawn in the video game environment. Those skilledin the art will appreciate all of the varied ways in which a video gamecharacter may respond to a newly rendered shape within the video gameenvironment, and the example interactions set out herein are merely adiscrete sample of the myriad possible shapes and associatedinteractions.

FIG. 6 is an example of a video game with the capabilities of a secondembodiment illustrating altering the game space through the removal ofrendered shapes or objects within a video game environment. FIG. 6depicts a similar example as that depicted in FIGS. 2-5 and includessimilar characters and video game environment. However, FIG. 6 furtherdepicts the capability of the user to erase or remove a shape that hasbeen drawn into the video game environment by the user. It is alsopossible for the user to erase or remove a rendered shape that hasreplaced the drawn shape.

As shown in FIGS. 2-5, a circular shape may be drawn within a video gameenvironment and replaced with a rendered shape the characters within thevideo game may react and interact with. As shown in FIG. 6, the user mayalso remove or erase an existing or rendered shape. For example, theuser may use a drawing device 630 within the video game to draw over therendered shape. The drawing device 630 of may be similar to the drawingdevice 330 described in FIG. 3. Alternatively, the user may select anerase function from a menu rather than a drawing function. Then, bymoving the drawing device 630 over the rendered object 640, the objectmay be erased from the environment. Similarly, the user may press abutton on the video game controller while moving the drawing device 630over a rendered object to erase the object. Those skilled in the artwill recognize the many various ways in which a user of a video game mayinteract with the drawing device to erase rendered objects within thevideo game.

Similar to the drawing function described above, the characters withinthe video game may also react to the erasing function. For example, thedog character 620 in FIG. 6 may turn towards the erasing function as therendered shape is removed from the environment. Also similar to thedrawing function, the programmatic behavior of the characters may alsorecognize the erased object and act accordingly. For example, after thehole 640 is removed, the dog character 620 may know that it is capableof walking over the spot where the hole was without falling in.Similarly, a villain character may recognize that a wall previouslyblocking the villain's path may have been erased. The villain charactermay then walk down the previously blocked path.

While the above descriptions demonstrate the drawing and erasingfunction in relation to the environment of the video game, the samefunctions may also be applied to the characters themselves. For example,a user may use the remove function as described above to erase the armof a character within the video game. The characters of the video gamemay also react accordingly in response to the erased arm. Thus, acharacter with an erased arm may search for an object located in thevideo game environment to replace the erased arm. Further, the videogame user may draw a replacement shape on the arm of the character aftererasing the arm. For example, the user may draw a feather duster on thecharacter of the video game. Once the drawn shape is recognized andrendered in a similar manner as described above, the character may thenreact accordingly and begin using the feather duster arm. As describedbelow with reference to FIG. 10, the number of possible shapes andobjects that may be recognized by the video game is limited only by theimagination of the video game designer and the available memory space ofthe video game system.

The drawing and removing functions described above may also occur on thebackground environment of the video game, independent of the characters.FIG. 7 is an example of a video game with the capabilities of a thirdembodiment illustrating altering the game space by removing an existingfeature from the background of a video game environment. FIG. 7 depictsa similar example as that depicted in FIGS. 2-6. However, FIG. 7 furtherdepicts the capability of the user to erase or remove a object that ispart of the video game background environment.

A drawing device 730 may be used to allow the user to interact with thevideo game background environment. More specifically, the drawing device730 may allow the user to add and remove objects within the video gamebackground environment. For example, the drawing device 730 may beutilized by the user to erase a sun object 740 located in the sky of thevideo game environment. The erase function may be performed in a similarmanner as described with respect to FIG. 6. While the video game may bedesigned to allow the user to erase any object associated with thebackground environment of the video game, it is likely that somebackground objects will be static and cannot be erased by the user. Thetypes and numbers of background objects that may be erased by the usermay be decided by the video game designer.

The erasing of an object of the background environment in the video game700 may cause the overall environment of the video game to change. Forexample, a user of a video game may erase a window of a room in thebackground of the video game environment. After erasing the window, thevideo game may alter the background of the environment to change thetemperature of the room, i.e. by providing icicles on the window ledge.Further, the characters may react to the erasing of the object in thebackground environment of the video game. Environment and characterinteraction with the erased object may be similar to the reactions asdescribed above.

Similar to the erase function of the background objects, a user may alsodraw objects into the background environment of the video game. FIG. 8is an example of a video game with the capabilities of a fourthembodiment illustrating altering the game space by drawing an objectwithin a video game background environment. FIG. 8 depicts a similarexample as that depicted in FIGS. 2-7.

As shown in FIG. 8, a user of a video game 800 may use a drawing device830 to draw a shape within the background environment of a video game.For example, the user may use the drawing device 830 to draw a crescentmoon shape 840 in the sky of the video game environment. The user maydraw a shape within the background environment of a video game in asimilar manner as described above with reference to FIG. 3, namely byutilizing a drawing device 830 and manipulating a video game controller.

Similar to FIG. 4 above, the shape drawn in FIG. 8 may be interpreted bythe video game 800 and compared to a list of available rendered objects.The operation of replacing a drawn shape with a rendered shape isdescribed in more detail below with respect to FIG. 10.

FIG. 9 is an example of a video game with the capabilities of the fourthembodiment illustrating the video game inserting a rendered shape inplace of the drawn object within the background environment of a videogame, and altering the game space environment based on a characteristicof the rendered shape. FIG. 9 depicts a similar example as that depictedin FIGS. 2-8 and includes the same character and video game environment.However, FIG. 9 further depicts the addition of a rendered object to thevideo game background environment through the drawn shape.

The video game 900 in FIG. 9 may recognize the shape drawn by the userin the background of the video game environment and replace the drawnshape with a rendered shape that more closely matches thecomputer-rendered details of the video game environment. For example,the video game may recognize the crescent moon shape 940 drawn in FIG. 9and insert a rendered moon 940 into the sky of the video gameenvironment. The process of replacing a drawn shape with a renderedshape is described in more detail below with respect to FIG. 10.

The video game may interpret the insertion of the rendered shape intothe video game environment and adjust the environment accordingly. Forexample, the video game may replace the drawn crescent moon 940 with arendered crescent moon 940. Further, the video game may recognize thatthe crescent moon shape 940 symbolizes night and may alter theenvironment of the video game to represent night. Thus, the video gamemay perform a shading 950 of the video game environment to darken thebackground, creating the sense of night time within the video game.Therefore, not only may the characters interact and react to the newlydrawn and rendered shape in the background environment, the entire videogame environment may also be adjusted accordingly.

Another embodiment may allow the user to stretch or otherwise manipulatethe characters within the video game through the use of push/pull pointson the character sprite or model. For example, the characters of thevideo game may include a series of push/pull points indicated on thecharacter, such as flashing stars or glowing dots. These push/pullpoints may be manipulated by the video game user to alter the charactermodel. Thus, a user may utilize the video game controller to move thedrawing device to select one of the push/pull points on the video gamecharacter. The user may then use the video game controller to move thepush/pull point to stretch, compact, or otherwise manipulate thecharacter's shape. Examples of possible character manipulation include,but are not limited to, stretching or shortening the limbs of thecharacter, making the character wider or thinner, and increasing thewidth of any limb of the character to represent additional strength.

Further, the manipulation of the character models may cause thecharacters to react accordingly. For example, the user may contract thelegs of a villain within the video game. The video game may recognizethe alteration in the character's model and programmatically alter thebehavior of the character. Thus, the villain may recognize that his legsare shorter and may begin to use his arms to propel himself forward.Another example may allow the video game to recognize the increase instrength of a character to allow the character to break a wall that waspreviously impenetrable. Those skilled in the art will recognize thevarious ways that the video game may recognize and reactprogrammatically to the altered character models.

Similarly, an embodiment may allow the user to stretch or otherwisemanipulate the various features of the environment of the video game.This alteration of the video game environment may be accomplishedthrough push/pull points located within the environment in a similarmanner as described above for the alteration of the video gamecharacters. For example, a push/pull point may be indicated on a hill ofthe video game environment. The user may use the video game controllerand the drawing device to select the push/pull point to stretch orextend the hill, thereby making the hill taller or steeper. Similarpush/pull points may be used to make a valley deeper and/or wider, alake larger, a cave or tree taller. The alteration of the environmentthrough the use of a push/pull point may include any feature of thevideo game environment. Further, the characters of the video game mayrecognize and react to the altered environment in a similar manner asdescribed above.

In another embodiment, the video game may provide a series ofenvironmental tools that may be selected to replace the drawing tool andallow the user to alter the environment of the video game. The user ofthe video game may select one of the environmental tools from the set oftools for a specific alteration to the environment. For example, adepression tool may be selected by the user to temporarily replace thedrawing device. The depression tool may allow the user to create adepression in the ground of the video game environment by selecting orotherwise indicating the placement of the depression within the videogame environment. Once the location of the depression within the videogame environment is indicated, a depression may appear. Similarly, anerosion environmental tool may be selected for use by the user. Theerosion tool may allow the user to thin or erode aspects of the videogame environment. For example, a rock may be located on a hill withinthe video game environment. The user may use the erosion tool to selector otherwise indicate the area below the rock for erosion. The videogame may respond to the selection of the area below the rock by thinningor eroding that aspect of the video game environment. Further, thecharacters and environment of the video may recognize and react to thealtered environment. For example, the rock within the video game mayrecognize and react to the erosion of the ground below the rock byrolling down the hill in response to the video game gravity. Thoseskilled in the art will recognize the various environmental tools thatmay be included in the video game to alter the video game environment.

FIG. 10 a is a flow chart illustrating a method for a video game torecognize a shape drawn within the video game environment, replace thedrawn shape with a rendered shape, and allow interaction with therendered shape. Beginning in operation 1010, the user may draw a shapewithin the video game environment using the video game controller. Theuser may draw the shape within the video game in a similar manner asdescribed above with reference to FIGS. 3 and 8.

In operation 1020, the video game may then compare the drawn shapeagainst a list of possible rendered shapes. Software code may be writtento create a real-time 3D rendering while the drawings are being made, orthe code may interpret a drawing created by a user within a definedmargin of error. Each rendered shape in the list of possible renderedshapes may contain a collection of points that define the renderedshape. For example, a user may draw a circle in the video gameenvironment. The code may recognize the circle shape by comparingseveral points along the drawn shape. These points may be compared tothe collection of points of each rendered shape in the list. The codemay then recognize that the points of the drawn circle match or closelyapproximate the collection of points for a rendered hole. Thus, thevideo game may recognize that the user has drawn a hole in the ground ofthe video game environment.

If the drawn shape matches or is similar to one of the rendered shapesincluded in the list of rendered shapes, the video game may replace thedrawn shape with the rendered shape in the video game environment inoperation 1030. Similar to handwriting software, the code of the videogame may compare the drawn shape against a collection of points thatdefine the rendered shape. As long as the rendered shapes arepre-defined with thresholds for margins of error, the drawn shapes ma ybe recognized if the they fall within the margins of error. For example,the game software may interpret any shape with three angles within amaximum and minimum threshold (margin of error) as a triangle no matterhow imperfect the triangle might be. The triangle shape may hen be codedto create a 3D pyramid object in the video game environment, and thetriangle object may be created. In this manner, the drawn shape may bereplaced by a rendered shape and the rendered shape may become part ofthe video game environment so that the video game characters mayinteract with the newly rendered shape in operation 1040.

The list of computer-rendered shapes available to compare with drawnshapes within the video game environment may contain any number ofrendered shapes. For example, the list may include a rendered ball, acollection of balloons, a boxing glove, a ladder, a wall, etc. Anynumber of items or shapes may be included in the list of rendered shapesthat may replace the drawn shapes. Further, the list of rendered shapesmay be tailored to the type of video game being played. For example, thelist may include oil slicks, speed bumps, and different tire types for acar racing game. Typically, the imagination of the video game designerand the available memory space of the video game system are the onlylimits to the number and types of rendered shapes available to the videogame user.

In the event that the drawn shape does not match or is not similar to ashape in the list of rendered shapes, the video game may disregard thedrawn shape or present the user with a message that the shape does notmatch one of the rendered shapes in the rendered shapes list.

FIG. 10 b is a block diagram of a system that provides for a video gameto recognize a shape drawn within the video game environment, replacethe drawn shape with a rendered shape, and allow interaction with therendered shape. The system may include an input device 1050. The inputdevice 1050 may be any type of video game controller that allows theuser to provide an input to the video game system. Some examples givenabove include a mouse device or a directional pad. Other types of inputdevices 1050 are described in more detail below with reference to FIGS.11-16

The system of FIG. 10 b may also include a collection of modules. Thesemodules may be included in a video game system including a processor.The processor of the video game system may be configured to perform themethods of each module of the system as described in more detail below.Alternatively, a computer readable medium may be configured to performthe methods of each module of the system. Such computer-readable mediacan be any available media that can be accessed by a general purpose orspecial purpose computer. By way of example, and not limitation, suchcomputer-readable media can comprise RAM, ROM, EEPROM, DVD, CD ROM orother optical disk storage, magnetic disk storage or other magneticstorage devices, or any other medium which can be used to carry or storedesired program code means in the form of computer-executableinstructions or data structures and which can be accessed by a generalpurpose or special purpose computer. When information is transferred orprovided over a network or another communications link or connection(either hardwired, wireless, or a combination of hardwired or wireless)to a computer, the source of the information can be properly viewed as acomputer-readable medium, such as a server, a storage medium, aprocessor, and the like.

Combinations of the above should also be included within the scope ofcomputer-readable media. Computer-executable instructions comprise, forexample, instructions and data which cause a general purpose computer,special purpose computer, or special purpose processing device toperform a certain function or group of functions.

The system of FIG. 10 b may include a matching module 1055 configured tomatch a drawn shape within the video game environment against a list ofpossible rendered shapes to find a rendered shape that matches with thedrawn shape. The matching module 1055 may utilize a comparing module1060 that compares a collection of data points along the drawn shape toa collection of data points for each rendered shape in the list. A datastore 1065 may also be included in the system to store the list ofpossible rendered shapes. The comparing module 1060 may access the datastore 1065 to compare the drawn shape to the list of possible renderedshapes to provide a rendered match to the drawn shape. Each renderedshape in the list of possible rendered shapes may contain a collectionof points that define the rendered shape. For example, a user may draw acircle in the video game environment. The code may recognize the circleshape by comparing several points along the drawn shape. These pointsmay be compared to the collection of points of each rendered shape inthe list stored in the data store. The code may then recognize that thepoints of the drawn circle match or closely approximate the collectionof points for a rendered hole. Thus, the video game may recognize thatthe user has drawn a hole in the ground of the video game environment.

If the drawn shape matches or is similar to one of the rendered shapesincluded in the list of rendered shapes, a insertion or replacing module1070 may insert the rendered shape in the video game environment. Theinsertion module or replacing module 1070 may insert the rendered shapeinto the environment or may replace the drawn shape with the renderedshape. In the event that the drawn shape does not match or is notsimilar to a shape in the list of rendered shapes, the insertion orreplacing module 1070 may disregard the drawn shape or present the userwith a message that the shape does not match one of the rendered shapesin the rendered shapes list.

If the rendered shape is inserted into the video game environment orreplaces the drawn shape, an associating module 1075 may be configuredto associate the rendered shape with the background of the video gameenvironment. Once associated with the background, the characters of thevideo game may interact with the newly rendered shape. In a similarmanner, the associating module 1075 may associate the rendered shapewith a character of the video game. Upon association with the character,the characters of the video game may interact with the rendered shape.Thus, through the described system, a user of a video game may draw ashape within the video game environment, the drawn shape may be replacedwith a rendered shape and the video game and video game characters mayinteract with the rendered shape.

Described above are several methods for allowing a user of a video gameto alter game scenes, objects and models in real-time by drawing shapeswithin the video game environment during game play. The user of thevideo game system may draw a shape within the video game environment bymanipulating a video game controller. Some examples of controllers thatthe user may use to draw within the video game environment include amouse device or a directional pad. Another example of a controller thatmay be used to draw a shape within a video game is a tablet-typecontroller. Several embodiments of a tablet-type video game controllerare described below.

FIG. 11 is a top view of a first embodiment of a video game controllerutilizing multiple input devices. The controller 1100 may allow a useror player of a video game system to provide multiple inputs to the videogame system to control the various characters and features of the videogame.

The controller 1100 depicted in FIG. 11 may be rectangular in shape andconstructed from a molded plastic. The controller 1100 may also be largeenough to be held with two hands of a video game player. While thecontroller 1100 depicted is rectangular in shape, the controller 1100may take any shape suitable for video game use. Also, the controller1100 may vary in size depending on the capabilities of the various videogame systems the controller 1100 may be used with. The controller 1100may also be molded on the bottom to form fit into the lap of a videogame user. Further, the controller 1100 may include handles molded intothe sides of the controller for ease in moving and tilting thecontroller 1100.

The controller 1100 may include a flat surface, or tablet 1102, on thetop of the controller 1100. The tablet 1102 may be used by the user toprovide pressure inputs to the controller 1100 by drawing in the tablet1102 area. For example, as explained in more detail below, the user maydraw along the tablet 1102 with a stylus device. The controller 1100 maybe capable of detecting the pressure applied by the user at multiplepoints upon the tablet 1102 area as the stylus is moved across thetablet 1102. Thus, the user may supply a pressure input to thecontroller 1100 through the tablet 1102. Although the tablet 1102 isrectangular-shaped as depicted in FIG. 11, the tablet 1102 may be anyshape. Further, the tablet 1102 may encompass the entire surface of thecontroller, or may be limited to a particular area of the controller.Accordingly, a “tablet” as used herein, encompasses any area of thecontroller that may recognize and interpret pressure applied to thearea.

As discussed above, the pressure may be applied to the tablet 1102through a specifically manufactured device or stylus 1104. The pressuremay also be provided by the fingers or hands of the video game systemuser. Although the stylus 1104 is pen-shaped as depicted in FIG. 11, thestylus 1104 may be any shape and size. Thus, a stylus may be anymanufactured device that may be used to apply pressure to the tablet1102 such that the controller 1100 may recognize and register thepressure input.

The controller 1100 may register the location of the pressure beingapplied on the tablet 1102 and provide an X/Y coordinate of the pressurepoint to the video game system. The controller 1100 may also provide avalue to the video game system indicating the amount of pressure appliedby the user. Thus, through the tablet 1102 input, the controller 1100may then recognize and react to varying degrees of pressure from thestylus 1104 or hands of the user across multiple points in the tablet1102 area. These inputs may then be applied to a video game such thatthe user may interact with the video game by drawing or pressing on thetablet 1102 area of the controller 1100. The interaction between thepressure inputs provided by the user and the video game system isdescribed in more detail below with respect to FIG. 13.

The controller 1100 may also include a set of buttons 1106 that may bepressed by the user during gameplay to further interact with the videogame. The controller 1100 may include any number of buttons 1106 thatmay be located anywhere on the controller 1100. A user of the controller1100 may press the buttons 1106 during gameplay to interact with thevideo game. For example, one button may function as an “undo” feature,while a second button may function as a “save” feature. Further, thesame button may perform separate functions based on the video game beingplayed. For example, a button may cause a character of the video game tojump in a role-playing game while the same button may accelerate aracecar in a driving simulation game. The function of each button 1106included on the controller 1100 may be configured by the video gamedesigner to interact with the particular video game being designed.

The buttons of the controller 1100 may also function as a directionalpad or scrolling device. For example, button 1108 may be afour-direction control pad with a button at each of the four points.Thus, a user of the controller 1100 may press the directional pad tomove a character of a video game. Alternatively, button 1108 may spinallowing the user to scroll through a list of possible game actions. Inanother embodiment, button 1108 may contain a hole in the center of thebutton. A user of the controller 1100 may insert the stylus 1104 orother device into the hole of the button 1108 to create a joystick-typedevice. The stylus 1104 or other device may then by manipulated by theuser to control the video game. Through these configurations, thebuttons (1106, 1108) of the controller 1100 may provide to the user ofthe video game system a variety of input interfaces.

The controller 1100 may also include a cable 1112 to transmit andreceive electronic signals to and from the video game console. The cable1112 may be wired directly to the controller 1100 or may connect to thecontroller 1100 through an I/O port 1110. The I/O port 1110 of thecontroller 1100 may be any device or construct capable of receivingelectrical signals from a cable 1112. Exemplary I/O ports include USBports, RCA-type ports, VGA ports, DB25 ports, S-Video ports, SDI ports,BNC ports and so on. An alternative embodiment may transmit electronicsignals from the controller 1100 to the video game console wirelessly.Thus, the controller 1100 may include an RF-device to broadcast andreceive electronic signals to and from a video game console. Through theI/O port 1110, the cable 1112, or the wireless device, the controller1100 may transmit electronic signals representing the inputs provided bythe video game user through the controller 1100 to a video game consolesuch that the user may interact with a video game.

FIG. 12 is block diagram illustrating the components of a firstembodiment of a video game controller utilizing multiple input devices.While FIG. 12 illustrates some of the components of the controller, itshould be appreciated that other embodiments may omit some components ormay add additional components.

The embodiment depicted in FIG. 12 may include a microprocessor 1200.The microprocessor 1200 may receive electrical signals from the multipleinputs of the controller, as well as communicate those inputs to a videogame console for interpretation by the video game system. Further, themicroprocessor 1200 may provide output signals to control various outputdevices of the controller.

As discussed above with reference to FIG. 11, the controller may includeseveral input devices through which a video game user may interact withthe video game system. These inputs may include a tablet 1102 that mayinterpret pressure applied to the tablet 1102 by the user and a seriesof buttons 1106 that may be pressed by the user. The tablet 1102 andbuttons 1106 are also represented in FIG. 12 as inputs to themicroprocessor 1200. Other inputs 1202 may also be included in thecontroller as inputs to the microprocessor 1200. For example, thecontroller may include a track-wheel device, such as found in a mousecontroller for a personal computer. The controller may also include aseries of knobs or switches accessible by the user. The other inputdevices 1202 may also include peripheral devices that may plug into thecontroller. For example, a standard mouse device may plug into thecontroller for use by the user. Similarly, a set of drum sticks may alsoplug into the controller for use during a drumming game, or a steeringwheel for use during a driving simulator. It should be appreciated thatthe embodiment is not limited to the above examples of possible inputdevices. Accordingly, “input devices” as used herein, encompasses allsuch devices that allow a user to interact with the controller and toprovide and/or receive an input to the video game system.

The controller of FIG. 12 may also include an internal tilt sensor 1204that may communicate the orientation and acceleration of the controllerin three-dimensional space as an input to the microprocessor 1200. Thetilt sensor 1204 may include a series of accelerometers located withinthe controller that measure the movement, acceleration and orientationof the controller. The accelerometers may then provide the measurementsto the microprocessor 1200 of the controller, which may in turn transmitthose measurements to the video game console through a series ofelectronic signals. For example, the tilt sensor 1204 may recognize whenthe user tilts the controller from front to back. The tilt sensor 1204may measure the motions of the controller and provide those signals tothe video game console. Through this, the user of the video game systemmay tilt, turn, or shake the controller to interact with a video game.

The microprocessor 1200 may also provide an output signal to variousoutput devices associated with the controller. For example, themicroprocessor 1200 may transmit an electrical signal to a vibrationdevice 1206 located within the controller. The vibration device 1206 maycause the controller to vibrate to provide a more interactive experiencefor the video game user. For example, the microprocessor 1200 may send asignal to the vibration device during specific game events, such as awhen a car crashes into a wall in the video game. Thus, the user mayfeel the controller vibrate when the car hits the wall in the game. Asignal to vibrate the controller may be received by the microprocessor1200 from the video game console through the I/O port 1208, as describedin more detail below.

The microprocessor may also provide an output signal to an LED display1210 located on the video game console or the controller itself. The LEDdisplay 1210 may communicate to the video game user a status of thevideo game system. For example, the microprocessor 1200 may send asignal to the LED display 1210 to indicate to the user that thecontroller is effectively communicating with the video game console. Itshould be appreciated that the embodiment of FIG. 12 is not limited tothe above examples of possible output devices that may receive a signalfrom the microprocessor.

Other components of the controller may both provide an input to themicroprocessor 1200 as well as receive an output from the microprocessor1200. For example, the controller may include a speaker/microphonedevice 1212. The speaker portion of the speaker/microphone device 1212may allow the user to input sound into the controller. Themicroprocessor 1200 may then convert the inputted sound into electronicsignals to send to the video game console such that the user may utilizethe microphone to interact with a video game or with other users in thecase of a video game played over a network. The microprocessor 1200 mayalso transmit signals received from the video game console to thespeaker portion of the speaker/microphone device 1212 to provide theuser with a more interactive gaming experience.

As described above, the microprocessor 1200 may communicate with a videogame console of a video game system through an I/O port 1208 located onthe controller. Through the I/O port 1208, the controller may transmitthe various input signals provided by the user through the input devicesto the video game console. The video game console may then interpret theinput signals and change the video game environment in response to theinputs. For example, a user may press a button on the controller and acharacter of the video game may jump. Similarly, the microprocessor 1200may receive signals from the video game console through the I/O port1208 of the controller. For example, the video game may includeinstructions to vibrate the controller whenever a character is runs intoan object. The video game console may then transmit a signal to thecontroller through the I/O port 1208. The microprocessor 1200 mayreceive the transmitted signal and send it onto the vibration device toinitiate vibration of the controller. Thus, the microprocessor 1200 ofthe controller may both transmit and receive electronic signals from thevideo game console through the I/O port 1208.

FIG. 13 is a block diagram illustrating the capability of a firstembodiment of a video game controller to translate a shape drawn on thetablet device into a video game environment. As described above, theuser of a video game may use a controller 1300 to provide inputs to avideo game system to control the action of a video game. The controllermay include a tablet 1302 and stylus 13013 to provide the user with thecapability to draw a shape or otherwise provide a pressure input totablet 1302 to communicate with the video game system.

As mentioned above, a video game user may provide inputs to a video gamesystem through the controller by drawing a shape within the tablet 1302area. For example, the user may use a stylus device 1304 to draw a shapeon the tablet 1302 area. The controller 1300 may register each locationof the pressures being applied on the tablet 1302 and provide a map ofthe X/Y coordinates of the pressure points to the video game system asthe user applies the pressure to the tablet 1302. The controller 1300may also provide a value to the video game system indicating the amountof pressure applied at each point. The controller 1300 may then transmitthe information received through the tablet 1302 to a video game console1306 to allow the user to interact with a video game. The transmissionof the coordinates and pressure value may take place through a cable1308 connected between the controller 1300 and a console 1306.Alternatively, the controller 1300 may broadcast the signals to theconsole 1306 through a wireless connection 1310.

The console 1306 may receive the transmitted signals from the controller1300 and interpret the signals to interact with the video game beingdisplayed. The console 1306 may then send the incorporate the inputsignals into a video game environment and display the video game on adisplay device 1312. As shown in FIG. 13, the video game system may takethe input shape drawn by the video game user on the tablet 1302 anddisplay the same shape on the video game display device 1312, allowingthe user of the video game system to interact with a video game. Thisinteraction may be used when the video game includes a drawing orhandwriting exercise.

While FIG. 13 illustrates the reproduction on the display device 1312 ofthe shape drawn on the tablet 1302, it is not necessary that the shapedrawn on the tablet 1302 be reproduced. The tablet 1302 input may alsoallow the user to alter the characters of a video game or the video gameenvironment as described above. For example, the user may use the stylus1304 to draw on the tablet 1302 to select a point on a character of thevideo game. The user may then move the stylus 1304 across the tablet1302. The console 1306 may receive the input of the stylus 1304 movingacross the tablet 1302 and interpret the movement as a movement of thecharacter. Thus, the video game console 1306 may then move the characterin the direction of the stylus 1304 movement in response to the user'sinput on the tablet 1302. The user may also increase the size of thevideo game character by selecting the character and expanding thecharacter through the movement of the stylus 1304.

The user of a video game system may also use his fingers or hands toapply pressure to the tablet 1302 as an input to the video game system.The controller 1300 may interpret the pressure applied by the user'sfingers in the same manner as if the user were using the stylus 1304.Thus, the user may use their finger to draw a shape that may bereproduced on the display device 1312. Further, the user may usemultiple fingers at once to move objects within a video game. Forexample, the user may use a forefinger and a thumb simultaneously toopen a door within a video game. By moving the thumb and forefingerapart while pressing on the tablet 1302, the video game console 1306 mayinterpret the movement as a desire to open a door within the video game.Similarly, the user may perform the same movements with his fingers toexpand the size of a character. Typically, the imagination of the videogame designer and the available memory space of the video game systemare the only limits to the number and types of movements the video gamesystem may recognize through the tablet 1302 of the controller 1300.

The user may also use the stylus 1304 or the user's fingers to tapwithin the tablet 1302 area. The tapping within the tablet 1302 area maybe interpreted by the video game console 1306 in a similar manner asdescribed above when drawing on the tablet 1302. For example, thecontroller 1300 may detect the tap on the tablet 1302 area, provide anX/Y coordinate for the tap, and provide a value indicating the amount ofpressure applied during the tap. The user may utilize the tapping inputto select an object within the video game environment. Alternatively,the tapping may be interpreted as an action input by the console 1306.For example, the user may tap on the tablet 1302 to select a rock forthe video game character to pick up. The user may then tap a second timeto make the character throw the rock. Typically, the imagination of thevideo game designer is the only limit to the types of movements withinthe video game that may correlate to the user tapping on tablet 1302.

As explained above with reference to FIG. 12, the controller 1300 mayalso include a tilt sensor. The tilt sensor may be utilized by the userof the controller 1300 to interact with a video game. For example, theuser may tip the controller 1300 forward to accelerate or tip thecontroller backward to slow a car within a racing simulator. Similarly,the user may tip the controller from side to side to steer the car. Thetilt sensor of the controller 1300 may recognize the movements,acceleration and orientation of the controller 1300. The controller 1300may then send electrical signals to the console 1306 indicating thechanges in movement of the controller 1300. The console 1306 mayinterpret the received signals and incorporate those signals into thevideo game being displayed. Thus, the video game user may use the tiltsensor within the controller 1300 to control the action of the videogame. Again, the only limit to the types of tilt sensor movements thatcorrespond as an input to a video game is the imagination of the videogame designer.

FIG. 14 is a top view of a second embodiment of a video game controllerillustrating a piano overlay covering a tablet area of the video gamecontroller. The controller 1400 illustrated in FIG. 14 is similar to theembodiment depicted in FIG. 11. However, this embodiment may include aoverlay 1402 that covers the controller 1400 such that the user of thecontroller may interact with a particular video game that corresponds tothe overlay 1402 device.

As described in FIG. 11, a video game controller 1100 may include atablet 1102 that may detect pressure at multiple points along the tablet1102 surface. This pressure may be applied by a stylus 1104 device or bythe user's fingers or hands. The user may use the tablet 1102 tointeract with a video game by providing inputs through the tablet 1102.To further assist the user's interaction with the video game, a overlaymay be provided that covers the tablet 1102 area and provides the userwith an interface for using the tablet 1102 on the controller 1100.

In FIG. 14, a overlay 1402 depicting piano keys may cover the tabletarea of the controller 1400. Such an overlay 1402 may be used for avideo game requiring the user to play a piano, either as a learningdevice or as part of a puzzle solving game. Once the overlay 1402 is inplace over the tablet area, the user may then use a stylus or theirfingers to press on the appropriate keys of the overlay 1402. In thismanner, the overlay 1402 may provide the user of the controller 1400 aninterface to properly interact with the video game. The tablet maydetect the pressure applied by the user to the overlay 1402 andinterpret the signals accordingly. For example, the controller 1400 maydetect a pressure point on the tablet directly under the A key of thepiano overlay 1402. Thus, the controller 1400 and the video game consolemay interpret the pressure point as the user pressing the A key. Thevideo game may then depress the A key in a video game and make the soundof the A key of a piano being pressed. Without the overlay 1402 inplace, the user may find it difficult to determine which area of thetablet corresponds to which key of the piano. Thus, the overlay 1402provides an interface to the video game user such that the user may usethe tablet and controller 1400 to interact with a video game.

The overlay 1402 may be composed of various materials. For example, theoverlay 1402 may be composed of a clear, reusable plastic with the pianokeys painted or pressed onto the plastic. Generally, the overlay may becomposed of any material that allows the overlay to cover the tabletarea of the controller 1400 and allows the transfer of the pressureapplied by the user on top of the overlay 1402 through the overlay 1402and onto the tablet, such that the tablet detects the pressure beingapplied by the user.

Further, the overlay 1402 may attach the controller 1400 in many variedways. For example, the overlay 1402 may include a sticky substance onthe bottom so that the overlay may attach to the tablet area of thecontroller 1400. Similarly, the overlay 1402 may be composed of such amaterial that it may stick to the controller 1400 through staticelectricity. The overlay 1402 may also connect to the controller 1400 byattaching to the sides or by sliding a sleeve including the overlay 1402around the controller 1400. It should be noted that the method by whichthe overlay 1402 attaches to the controller 1400 is not limited to theabove examples. Any method to attach the overlay 1402 to the controller1400 such that the overlay 1402 covers the tablet area of the controller1400 is imagined without taking away from the spirit and scope of theinvention.

The various types of overlays that may provide an interface to a videogame is only limited by the imagination of the video game designer. Forexample, FIG. 15 is a top view of a third embodiment of a video gamecontroller illustrating a racing game interface overlay covering atablet area of the video game controller. The racing overlay 1502 mayinclude a depiction of a gear shift. During game play of a driving orracing simulator, the user may use a stylus device or his fingers topress on the numbered circles within the overlay 1502. The numberedcircles may correspond to a gear for the racecar depicted in the videogame. Thus, by pressing on the numbered circles, the user may change thegears of the racecar within the video game. The controller 1500 maydetect pressure applied to the area under the numbered circles andchange the gear of the racecar of the video game to correspond to thearea pressed. In this manner, the racing overlay 1502 may provide aninterface for a user of a racing video game.

Further examples of overlays include an overlay depicting a keyboardthat may be utilized by the user to use the controller for typing amessage. Also, the overlay may include a stencil that a user may utilizeto draw shapes within the video game.

Another example of an overlay is depicted in FIG. 16. FIG. 16 is a topview of a fourth embodiment of a video game controller illustrating aoverlay covering a tablet area of the video game controller that allowsthe embodiment to be used with a pre-existing video game console. Inthis embodiment, the overlay 1602 provides an interface to the user thatclosely resembles a video game controller for a pre-existing video gamesystem. For example, a pre-existing video game system may include acontroller with four buttons (A, B, X and Y) and a directional pad. Thecontroller 1600 depicted in FIG. 16 may also be used with thepre-existing video game system in place of the controllers that are partof the game system. The overlay 1602 depicted may assist in the user ofthe video game system to utilize the controller 1600 to provide inputsto the video game system. The user may use an overlay 1602 that includesfour buttons, labeled A, B, X and Y, and a directional pad. Like theexamples above, the user may use a stylus device or fingers to press theoverlay in the appropriate area. For example, if the user wishes topress the X button, the user may use a stylus or his fingers to pressthe circle marked X on the overlay 1602. The controller 1600 may detectthe pressure applied to the tablet under the X button of the overlay1602 and interpret the pressure as if the user pressed the X-button onthe standard controller. In this manner, the overlay 1602 may assist theuser in interfacing the controller 1600 with a pre-existing video gamesystem, effectively replacing the controller that was included with thepre-existing system with the embodied controller 1600. Thus, thecontroller 1600 may be used with any video game system by utilizing thecorrect overlay to cover the tablet area of the controller 1600.

The foregoing merely illustrates the principles of the invention.Various modifications and alterations to the described embodiments willbe apparent to those skilled in the art in view of the teachings herein.It will thus be appreciated that those skilled in the art will be ableto devise numerous systems, arrangements and methods which, although notexplicitly shown or described herein, embody the principles of theinvention and are thus within the spirit and scope of the presentinvention. From the above description and drawings, it will beunderstood by those of ordinary skill in the art that the particularembodiments shown and described are for purposes of illustrations onlyand are not intended to limit the scope of the present invention.References to details of particular embodiments are not intended tolimit the scope of the invention.

What is claimed is:
 1. A video game controller for playing a video gamehaving a game environment in display, the video game controllercomprising: a tablet pad including a surface that detects pressureapplied to the tablet pad by a user; a stylus configured to be used bythe user to provide pressure to the tablet pad and alter the gameenvironment by drawing shapes directly in the game environment, whereinthe video game replaces the shapes in the game environment with acomputer-rendered shape in the game environment; at least oneaccelerometer configured to measure the movement and orientation of thevideo game controller; a microprocessor in communication with the tabletpad and the at least one accelerometer, the microprocessor configured toassociate a coordinate value to the pressure applied to the tablet padby the user; a port in communication with the microprocessor, the portconfigured to communicate with a video game system, wherein themicroprocessor transmits the coordinate value to the video game systemthrough the port for altering the game environment by drawing the shapeswithin the game environment of the video game.
 2. The video gamecontroller of claim 1, wherein the user provides multiple pressureinputs to the tablet pad by drawing on the tablet pad with the stylus.3. The video game controller of claim 1, wherein the user providespressure to the tablet pad by pressing on the tablet pad with the user'sfinger.
 4. The video game controller of claim 1, wherein themicroprocessor associates a value indicating the amount of pressureapplied to the tablet pad by the user.
 5. The video game controller ofclaim 1, further comprising: at least one button configured to providean input to the video game system when pressed.
 6. The video gamecontroller of claim 1, wherein the port further comprises: a wirelessdevice to communicate with the video game system.
 7. The video gamecontroller of claim 1, further comprising: a peripheral input interfaceconfigured to communicate with a peripheral input device, wherein theperipheral input device is selected from a group comprising: a mouse, atrackwheel, a microphone and a steering wheel.
 8. The video gamecontroller of claim 1, wherein at least one character interacts with thecomputer-rendered shape.
 9. A video game controller for playing a videogame having a game environment in display, the video game controllercomprising: a tablet pad including a surface that detects pressureapplied to the tablet pad by a user; a stylus configured to be used bythe user to provide pressure to the tablet pad and alter the gameenvironment by drawing shapes directly in the game environment, whereinthe video game replaces the shapes in the name environment with acomputer-rendered shape in the game environment; a microprocessor incommunication with the tablet pad, the microprocessor configured toassociate a coordinate value to the pressure applied to the tablet padby the user; a port in communication with the microprocessor, the portconfigured to communicate with a video game system, wherein themicroprocessor transmits the coordinate value to the video game systemthrough the port for altering the game environment by drawing the shapeswithin the game environment of the video game; and an overlay positionedat least partially on the surface, wherein the overlay indicates to theuser where to apply pressure to the tablet pad to interact with thevideo game.
 10. The video game controller of claim 9, wherein theoverlay is a stencil.
 11. The video game controller of claim 9, whereinthe overlay provides an interface for the video game controller to beused with a pre-existing video game system.
 12. The video gamecontroller of claim 9, wherein the stylus can be used by the user toapply pressure to the overlay.
 13. The video game controller of claim 9,wherein the user provides pressure to the overlay by pressing on thetablet pad with the user's finger.
 14. The video game controller ofclaim 9, wherein the microprocessor associates a value indicating theamount of pressure applied to the tablet pad by the user.
 15. The videogame controller of claim 9, further comprising: at least one buttonconfigured to provide an input to the video game system when pressed.16. The video game controller of claim 9, further comprising: a tiltsensor configured to measure the movement and orientation of the videogame controller.
 17. The video game controller of claim 9, wherein theport further comprises: a wireless device to communicate with the videogame system.
 18. The video game controller of claim 9, furthercomprising: a peripheral input interface configured to communicate witha peripheral input device, wherein the peripheral input device isselected from a group comprising: a mouse, a trackwheel, a microphoneand a steering wheel.
 19. The video game controller of claim 9, whereinat least one character interacts with the computer-rendered shape.